iw4x-client/src/Components/Modules/AssetInterfaces/IGfxImage.cpp

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#include <STDInclude.hpp>
namespace Assets
{
void IGfxImage::Load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{
Game::GfxImage* image = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_IMAGE, name.data()).image;
if (image) return; // TODO: Check for default?
image = builder->GetAllocator()->AllocateArray<Game::GfxImage>();
if (!image)
{
Components::Logger::Error("Failed to allocate GfxImage structure!");
return;
}
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image->name = builder->GetAllocator()->DuplicateString(name);
image->semantic = 2;
image->category = 0;
image->cardMemory = 0;
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image->texture = builder->GetAllocator()->AllocateArray<Game::GfxImageLoadDef>();
if (!image->texture)
{
Components::Logger::Error("Failed to allocate GfxImageLoadDef structure!");
return;
}
Components::FileSystem::File iwi(Utils::VA("images/%s.iwi", name.data()));
if (!iwi.Exists())
{
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Components::Logger::Error("Loading image '%s' failed!", iwi.GetName().data());
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return;
}
const Game::GfxImageFileHeader* iwiHeader = reinterpret_cast<const Game::GfxImageFileHeader*>(iwi.GetBuffer().data());
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image->mapType = 3;
image->dataLen1 = iwiHeader->fileSizeForPicmip[0] - 32;
image->dataLen2 = iwiHeader->fileSizeForPicmip[0] - 32;
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if (std::memcmp(iwiHeader->tag, "IWi", 3))
{
Components::Logger::Error("Image is not a valid IWi!");
return;
}
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std::memcpy(image->texture->dimensions, iwiHeader->dimensions, 6);
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image->texture->flags = 0;
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image->texture->mipLevels = 0;
switch (iwiHeader->format)
{
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case Game::IWI_COMPRESSION::IWI_ARGB:
{
image->texture->format = 21;
break;
}
case Game::IWI_COMPRESSION::IWI_RGB8:
{
image->texture->format = 20;
break;
}
case Game::IWI_COMPRESSION::IWI_DXT1:
{
image->texture->format = 0x31545844;
break;
}
case Game::IWI_COMPRESSION::IWI_DXT3:
{
image->texture->format = 0x33545844;
break;
}
case Game::IWI_COMPRESSION::IWI_DXT5:
{
image->texture->format = 0x35545844;
break;
}
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}
header->image = image;
}
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void IGfxImage::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Assert_Size(Game::GfxImage, 32);
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Utils::Stream* buffer = builder->GetBuffer();
Game::GfxImage* asset = header.image;
Game::GfxImage* dest = buffer->Dest<Game::GfxImage>();
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buffer->Save(asset);
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buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
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}
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buffer->PushBlock(Game::XFILE_BLOCK_TEMP);
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if (asset->texture)
{
buffer->Align(Utils::Stream::ALIGN_4);
Game::GfxImageLoadDef* destTexture = buffer->Dest<Game::GfxImageLoadDef>();
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buffer->Save(asset->texture, 16);
// Zero the size!
destTexture->dataSize = 0;
Utils::Stream::ClearPointer(&dest->texture);
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}
buffer->PopBlock();
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buffer->PopBlock();
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}
}